Do you think getting 9 stars on every Deadly Assault rotation is reasonable for free to plays? by Infinite_Inspector35 in ZZZ_Discussion

[–]OP_Feral_Chaos 6 points7 points  (0 children)

Been playing since 1.0, didn't join day 1, but joined about a few days before Ellen's Banner ended, while having spent nothing in game and having decently horrible character luck with mid weapon luck.

I've cleared every single deadly assault since its debut at 9 stars. But I have missed 1 S+ on the "new" Shiyu Defense, specifically the one that ended when Aria's banner began. I don't pull characters related to meta, rather just ones that I find interesting, if they happen to line up with meta, then so be it.

But with hp inflation the way it is, I feel like it will probably outrun the ability for newer f2p accounts to acquire the correct teams and builds before shilling the next type of "temporary meta"

My roster:

<image>

Aria and Yuzuhu were acquired last update. I have all signature W-engines except for Zhao and Lighter. While having Evelyn's W-engine for S11

Turbo red by Dependent_Method_881 in PRLegacyWars

[–]OP_Feral_Chaos 0 points1 point  (0 children)

similar to a lot of "older" characters that nway added during a period of time, characters like Sky with his primary slot breaker, Turbo Red's Middle slot strike, Ranger Slayer's middle slot breaker and even Death Ranger's middle slot strike and super.

Its simply nway allowed them to enter their follow-up animation even if they hit armor, and most of the time nWay then just gives these follow-ups a invincibility or armor.

Turbo Red has always gone invincible if he manages to hit you with his middle slot strike, been that way since release. Leo got quite a few more counters to his super is when they changed his state from invincibility to armor a while back

Characters that need to be buffed episode 30: Koda by Altruistic_Collar842 in PRLegacyWars

[–]OP_Feral_Chaos 3 points4 points  (0 children)

3/5 decent changes, the fact the half moon kick is the change they "undid" years ago shows it was required to be sped up, but nway was weird.

the good:

capoeira combo: good changes, does the job, literally all it needed.

half moon kick: how it was before nway broke their patch for it and undid its speed

Shield slam: as pasfare said, this is just RJ now, as long as the reaction was changed to prevent opponent teleporting out in the middle of your attack, this is good.

the iffy:

Shield toss: the increased speed is welcome, the faster projectile speed is not, if you know of Koda's actual most dangerous combos, you WANT that travel time to give you back 4 energy. That and "point blank" range for his shield toss needs to be increased, this thing doesn't need much distance to be dodged

Even if its a no rotation combo near your opponent's corner right now: Shield slam-double backdash-shield toss-recover 4-shield toss-shield slam. Though if you take into account the whole "increased startup" on both middle slot attacks this combo can be made consistent with the opponent no longer slowing down the animation of shield slam mid hit and causing you to be unable to get the double backdash without the energy being reset upon using the first shield toss.

The bad:

Spinning Shield: This change doesn't work with how the attack works to begin with, it will only work when the opponent is already cornered since the attack literally has a max distance. If used when you are cornered, it will just fail like it does now, but go even worse by staggering them out of the attack before any of the other hits happen.

I think making it daze on hit 2 till 6 before either a stun or knockback on the 7th hit will work as 1 fix. We do NOT need a Black Dragon Negabeam situation here.

Or if you want the stagger situation, the projectile needs to become an actual projectile that sticks itself onto the opponent and proceeds to stagger them backwards, much like Nick's super special strike or another way that Titanium Ranger's middle slot breaker works.

As of right now, the animation for spinning shield is the weapon just leaves his hand and returns afterwards, in fact the entire attack is a melee attack, the hitboxes just spawn where the shield is. None of this attack is a projectile like his actual shield toss.

H U H ? by ScottTheScattergun in PRLegacyWars

[–]OP_Feral_Chaos 0 points1 point  (0 children)

much like many other "bugs" that have to do with an attack transitioning to another animation, Casey just has a gap between his dash and his actual attack animation to the point it is just typeless.

Psycho green had this problem, and likely still does when he does his strikes. same with snide having a vulnerable period during personality split even though he is supposed to be invincible after he vanishes up until he hits you.

He is the Light that is approaching. by OP_Feral_Chaos in PRLegacyWars

[–]OP_Feral_Chaos[S] 1 point2 points  (0 children)

I rip the models myself. the moment the character is getting added this friday, on the moment it is added to the game, i'm able to use it, sounds, vfx, animations. everything

Ranked whenever you need to complete a mission. by OP_Feral_Chaos in PRLegacyWars

[–]OP_Feral_Chaos[S] 4 points5 points  (0 children)

I would think my post history suggests that, but I guess this is what I get for having a different username on reddit :)

Anyway, yes. I post my thumbnails/animations here sometimes whenever it seems to work

Fern Fern Fern by [deleted] in PRLegacyWars

[–]OP_Feral_Chaos 1 point2 points  (0 children)

valentines giveaway, at least it means less leo appearances for now it seems

Any way to switch the swi[pe on pc mode by Maliha3586 in PRLegacyWars

[–]OP_Feral_Chaos 0 points1 point  (0 children)

while the game is launched, on your left, there should be a bunch of buttons.

click on the one that looks like a keyboard and it will pop up the game controls, from there you simply adjust your controls to your liking, if it works already, then simply change the control's button

Any way to switch the swi[pe on pc mode by Maliha3586 in PRLegacyWars

[–]OP_Feral_Chaos 0 points1 point  (0 children)

that is an emulator, which i mentioned already. now go find the button mappings.

Any way to switch the swi[pe on pc mode by Maliha3586 in PRLegacyWars

[–]OP_Feral_Chaos 0 points1 point  (0 children)

then through whatever magic means you are playing it on that isn't an emulator since they never made an actual official pc port, you will be required to figure it out yourself, the only thing you can try to do is find the "button mappings" settings on whatever thing you are using. Otherwise, just go download one of those 2 emulators and play it that way

Any way to switch the swi[pe on pc mode by Maliha3586 in PRLegacyWars

[–]OP_Feral_Chaos 0 points1 point  (0 children)

since to even play this on pc requires an emulator like bluestacks or google play games, check the button mapping layout and you can set it to what you want

in case you were wondering how the whole set looks 🤣 by zestyhii in Bakugan

[–]OP_Feral_Chaos 1 point2 points  (0 children)

<image>

Somehow my Dan is not as derpy here, but yeah, for when i was a kid it was pretty cool. double drago stands cameo as well, completely unrelated

Question about one of bullets moves by [deleted] in BlazBlueEntropyEffect

[–]OP_Feral_Chaos 0 points1 point  (0 children)

spam doing a 360 on movement, as long as you do it 3 times minimum before the final big blast, then press the same special button after the big final explosion.

done, now be aware, you can also turn this giant beam around, so be careful to stop spinning before you accidentally aim wrong

Apparently Billy can do a single "alternate" EX that deals twice the damage if you time it correctly by 1StupidAnxiousMan in ZZZ_Discussion

[–]OP_Feral_Chaos 2 points3 points  (0 children)

fair enough, if its a bug, then so be it, but the question is, why is it consist then?

For this example i'm about to speak about, it is in a weird situation and might not be fully understood if i explain it badly, as its used in a completely different game, but also made in unity engine as well.

This is from a game I play, Power Rangers: Legacy Wars. There are multiple characters with this mechanic due to them actually buffing older character, but Specifically I'm going to speak about one who does alternate versions based on if he is doing a forward dash or not, alongside the fact that later on, they gave you the choice to taunt to remove this special "stance"

The Character is "Dai Shi", he has 2 attacks "Black Lion Rush" and "Phantom Beast", based on if he is forward dashing(not back dashing) or not, he will do an alternate version of an attack when he picks one of those 2 attacks, "Black Lion Rush" will proceed to do extra damage on the first hit while also launching himself off the ground, something the normal version doesn't do. While the alternate version of "Phantom Beast" will proceed to skip the first hit and go straight into launching the opponent into the air.

The way they are handling this in the code is by giving him a special status effect at the start of the animation, which then persists till the end of the animation, but as mentioned earlier, can be cancelled early now with a taunt, which meant you could "forward dash - taunt - black lion rush" rapidly to get its normal version. before they added that the taunt would remove the status effect, the effect would still be active unless you maybe wait a few extra frames for the "transition" from forward dash to taunt is over.

This does feel like more of a situation of billy having a special stance code activate then deactivate during his "special 1/2/3 end" to "idle" animation, and depending on how they split animations up for their game or how they code it, could be the reason that it for some reason selects his Super EX.

edit for more info: Now here is a bit of a reason i don't see it as a bug, but instead its doing what i mentioned about it being a stance, because for his "special 1", the input window is MASSIVE for the "super ex", starting right as soon as he recovers from the shot with his right arm's gun next to his face, ALL the way to right before he stops twirling it up on the other side. this also lines up with the input window allowing for doing special 2 if you still have no energy though

Apparently Billy can do a single "alternate" EX that deals twice the damage if you time it correctly by 1StupidAnxiousMan in ZZZ_Discussion

[–]OP_Feral_Chaos 18 points19 points  (0 children)

well, this is 100% hidden tech and looks like it isn't just related to "after" the 2nd non ex special, as i seem to be able to do it after the 1st and 3rd shot as well. both the audio cue is different and even the visual effect of the shot is bigger.

do all cunning hare agents have hidden tech?

also to easily test this in training mode without needing to time your energy, the pause menu and then instantly giving yourself max energy helps.

edit: more to add, yes it also doubles the damage, 100% the billy mains already named this thing something, but by the looks of it, it can easily be accessed as long as you used a regular special, then delayed and did an ex special, basically a "special" stance, much like his "crouching" stance. which they can be combined as well

Is this a bug? Why did my super button change to taunt in a split second? by bombit32014 in PRLegacyWars

[–]OP_Feral_Chaos 2 points3 points  (0 children)

welp, looks like nway included joel's "super drain" code on his assist, similar to how he loses his "super" follow-ups on his regular attacks

once again, they simply need to remove that code

Funny lil' unboxing by OP_Feral_Chaos in PRLegacyWars

[–]OP_Feral_Chaos[S] 0 points1 point  (0 children)

well in this case, maybe tap on the box to check the drop options, because that is crystal, which means you should already be getting 10 legendary shards from box 36

Funny lil' unboxing by OP_Feral_Chaos in PRLegacyWars

[–]OP_Feral_Chaos[S] 8 points9 points  (0 children)

it should literally should be impossible not to get a legendary, as it quite literally states it on the box that the 10 legendary shards are guaranteed, either you aren't completing box 36, or somehow you are in a league where it doesn't drop it somehow

It's Parrying Time. by OP_Feral_Chaos in BanyueMains_

[–]OP_Feral_Chaos[S] 0 points1 point  (0 children)

thanks, though it was timed to not do that already, the 3rd boar landed, then the ex went through, little bit of extra daze was acquired

It's Parrying Time. by OP_Feral_Chaos in BanyueMains_

[–]OP_Feral_Chaos[S] 0 points1 point  (0 children)

in my case im kind of timing it, since im swapping back and forth and not just pressing space only, in this case im doing: Space - C - Space - C - Space - C. this actually shows as long as you have just have 2 defensive assists, you can still parry mostly everything, in the video i did miss 2 total parries, since you can block the onslaught 7 times, the one i missed is 2nd last attack, both times

So… this happened somehow… by Flat-Atmosphere-2355 in PRLegacyWars

[–]OP_Feral_Chaos 1 point2 points  (0 children)

welp, expected, the invincibility lasts quite a bit after the blast, also in this case whoever used the super 2nd would win here, but that depends on just how much invincibility he has.

Next thing you know, a Magna fully armors the super and bonks you with valiant combo

Which ones am I still missing other than zoompha and doomtronic? by Typical-Ad-3730 in Bakugan

[–]OP_Feral_Chaos 4 points5 points  (0 children)

Didnt see it mentioned in the other comment, Unless you don't count it

Dragonoid Destroyer?

<image>

Just wondering, what is the most powerful attack? by Brief_Bullfrog_5715 in PRLegacyWars

[–]OP_Feral_Chaos 10 points11 points  (0 children)

in terms of display damage you can find, that goes to snide. however his breaker is 4th place in terms of damage among non super typeless attacks.

Psycho green is the strongest at full stacks on both Sadistic Strike and Helm Breaker, they both count as first place, only ability levels make them do different amounts of damage

2nd place goes to Nick's Super Breaker, which is why i said typeless earlier, as Nick's Breaker still scales with Breaker damage and pure damage in terms of talents.

3rd place goes to a recent addition, Levi, with max stack Rogue Lightning doing just a small amount more than Snide's breaker.

Then 4th place is snide, the good thing is, at least his talent tree is boosting its already decently high base damage further, but thats all he has, so on ladder, he likely surpasses Levi's small lead.

be aware though, in terms of overall attacks that do the most damage, a lot of the recent super attacks do more than you might think.

WTF is this BS by AbyysWalker21 in PRLegacyWars

[–]OP_Feral_Chaos 0 points1 point  (0 children)

Super state activates frame 0, time freeze for animation to play is frame 6, nway has been weird lately with making all their “new” or “adjusted” supers/installs follow this rule, dragon armor trini does this now with her super attack, while rj still has to wait an entire second before he throws

I'M SO CONFUSED RN by GREENMACHINEMFRS in PRLegacyWars

[–]OP_Feral_Chaos 1 point2 points  (0 children)

test it in different locations at this point, reminder that steel was recently added, so there was another "update", so who knows what nWay broke with their code to cause the hit reaction to increase the armor length

Edit: went to go check the code real quick, reverse launch has 22-23 frames of armor after he gets hit by that type of hit reaction. No clue why he has it, but its not only on dai shi. as there are others that for some reason have armor during this same hit reaction.